mirror of
https://github.com/vcmi/vcmi.git
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d40d5250b7
- renamed IStatusBar API to more clear names - removed "locking" of status bar - added comments for IStatusBar API - removed dynamic_casts to CGStatusBar, now IStatusBar API is fully sufficient
240 lines
8.1 KiB
C++
240 lines
8.1 KiB
C++
/*
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* CIntObject.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <SDL_events.h>
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#include "Geometries.h"
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#include "../Graphics.h"
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struct SDL_Surface;
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class CGuiHandler;
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class CPicture;
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struct SDL_KeyboardEvent;
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using boost::logic::tribool;
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// Defines a activate/deactive method
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class IActivatable
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{
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public:
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virtual void activate()=0;
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virtual void deactivate()=0;
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virtual ~IActivatable(){};
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};
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class IUpdateable
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{
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public:
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virtual void update()=0;
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virtual ~IUpdateable(){};
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};
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// Defines a show method
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class IShowable
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{
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public:
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virtual void redraw()=0;
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virtual void show(SDL_Surface * to) = 0;
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virtual void showAll(SDL_Surface * to)
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{
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show(to);
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}
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virtual ~IShowable(){};
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};
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class IShowActivatable : public IShowable, public IActivatable
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{
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public:
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//redraw parent flag - this int may be semi-transparent and require redraw of parent window
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enum {BLOCK_ADV_HOTKEYS = 2, REDRAW_PARENT=8};
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int type; //bin flags using etype
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IShowActivatable();
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virtual ~IShowActivatable(){};
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};
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enum class EIntObjMouseBtnType { LEFT, MIDDLE, RIGHT };
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//typedef ui16 ActivityFlag;
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// Base UI element
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class CIntObject : public IShowActivatable //interface object
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{
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ui16 used;//change via addUsed() or delUsed
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//time handling
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int toNextTick;
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int timerDelay;
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std::map<EIntObjMouseBtnType, bool> currentMouseState;
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void onTimer(int timePassed);
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//non-const versions of fields to allow changing them in CIntObject
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CIntObject *parent_m; //parent object
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ui16 active_m;
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protected:
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//activate or deactivate specific action (LCLICK, RCLICK...)
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void activate(ui16 what);
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void deactivate(ui16 what);
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public:
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/*
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* Functions and fields that supposed to be private but are not for now.
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* Don't use them unless you really know what they are for
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*/
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std::vector<CIntObject *> children;
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/*
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* Public interface
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*/
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/// read-only parent access. May not be a "clean" solution but allows some compatibility
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CIntObject * const & parent;
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/// position of object on the screen. Please do not modify this anywhere but in constructor - use moveBy\moveTo instead
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/*const*/ Rect pos;
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CIntObject(int used=0, Point offset=Point());
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virtual ~CIntObject();
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void updateMouseState(EIntObjMouseBtnType btn, bool state) { currentMouseState[btn] = state; }
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bool mouseState(EIntObjMouseBtnType btn) const { return currentMouseState.count(btn) ? currentMouseState.at(btn) : false; }
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virtual void click(EIntObjMouseBtnType btn, tribool down, bool previousState);
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virtual void clickLeft(tribool down, bool previousState) {}
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virtual void clickRight(tribool down, bool previousState) {}
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virtual void clickMiddle(tribool down, bool previousState) {}
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//hover handling
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/*const*/ bool hovered; //for determining if object is hovered
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virtual void hover (bool on){}
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//keyboard handling
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bool captureAllKeys; //if true, only this object should get info about pressed keys
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virtual void keyPressed(const SDL_KeyboardEvent & key){}
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virtual bool captureThisEvent(const SDL_KeyboardEvent & key); //allows refining captureAllKeys against specific events (eg. don't capture ENTER)
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virtual void textInputed(const SDL_TextInputEvent & event){};
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virtual void textEdited(const SDL_TextEditingEvent & event){};
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//mouse movement handling
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bool strongInterest; //if true - report all mouse movements, if not - only when hovered
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virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent){}
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//time handling
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void setTimer(int msToTrigger);//set timer delay and activate timer if needed.
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virtual void tick(){}
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//mouse wheel
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virtual void wheelScrolled(bool down, bool in){}
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//double click
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virtual void onDoubleClick(){}
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// These are the arguments that can be used to determine what kind of input the CIntObject will receive
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enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, TEXTINPUT=512, MCLICK=1024, ALL=0xffff};
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const ui16 & active;
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void addUsedEvents(ui16 newActions);
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void removeUsedEvents(ui16 newActions);
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enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
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ui8 defActions; //which calls will be tried to be redirected to children
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ui8 recActions; //which calls we allow to receive from parent
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void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
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void enable(); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
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// activate or deactivate object. Inactive object won't receive any input events (keyboard\mouse)
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// usually used automatically by parent
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void activate() override;
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void deactivate() override;
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//called each frame to update screen
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void show(SDL_Surface * to) override;
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//called on complete redraw only
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void showAll(SDL_Surface * to) override;
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//request complete redraw of this object
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void redraw() override;
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bool isItInLoc(const SDL_Rect &rect, int x, int y);
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bool isItInLoc(const SDL_Rect &rect, const Point &p);
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const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position
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const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
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const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
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void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
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void moveBy(const Point &p, bool propagate = true);
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void moveTo(const Point &p, bool propagate = true);//move this to new position, coordinates are absolute (0,0 is topleft screen corner)
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void addChild(CIntObject *child, bool adjustPosition = false);
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void removeChild(CIntObject *child, bool adjustPosition = false);
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//delChild - not needed, use normal "delete child" instead
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//delChildNull - not needed, use "vstd::clear_pointer(child)" instead
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/*
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* Functions that should be used only by specific GUI elements. Don't use them unless you really know why they are here
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*/
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//functions for printing text. Use CLabel where possible instead
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void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color color, SDL_Surface * dst);
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void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charsPerLine, SDL_Color color, SDL_Surface * dst);
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//image blitting. If possible use CPicture or CAnimImage instead
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void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
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void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
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friend class CGuiHandler;
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};
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/// Class for binding keys to left mouse button clicks
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/// Classes wanting use it should have it as one of their base classes
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class CKeyShortcut : public virtual CIntObject
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{
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public:
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std::set<int> assignedKeys;
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CKeyShortcut();
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CKeyShortcut(int key);
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CKeyShortcut(std::set<int> Keys);
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virtual void keyPressed(const SDL_KeyboardEvent & key) override; //call-in
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};
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class WindowBase : public CIntObject
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{
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public:
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WindowBase(int used_ = 0, Point pos_ = Point());
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protected:
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void close();
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};
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class IStatusBar
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{
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public:
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virtual ~IStatusBar();
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/// set current text for the status bar
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virtual void write(const std::string & text) = 0;
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/// remove any current text from the status bar
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virtual void clear() = 0;
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/// remove text from status bar if current text matches tested text
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virtual void clearIfMatching(const std::string & testedText) = 0;
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/// enables mode for entering text instead of showing hover text
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virtual void setEnteringMode(bool on) = 0;
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/// overrides hover text from controls with text entered into in-game console (for chat/cheats)
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virtual void setEnteredText(const std::string & text) = 0;
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};
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